@_kobby there are no more colliding trees with this mod (neither GTA V Remastered nor Forests of San Andreas). So please get the latest version of GTA V Remastered and Forests of San Andreas:
https://www.gta5-mods.com/maps/gta-v-remastered-enhanced https://www.gta5-mods.com/maps/forests-of-san-andreas-revised It seems you are still using version 3 or older of GTA V Remastered. And in case you manually install version 4 of FoSA and had installed version 3 before make sure to uninstall that (see README.txt of Forests of San Andreas Revised v4.2-SP.zip). If you use the OIV installer then this will be done automatically.
@ignRaam please have a look at the first paragraph of the description here on this site. After downloading the 4.2-FiveM-Server.zip there is a README.MD with instructions.
@ignRaam please have a look at the first paragraph of the description here on this site. After downloading the 4.2-FiveM-Server.zip there is a README.MD with instructions.
@Fenrir1974 that's the first sentence of that section. below that are the instructions (with subsections maps, scenarios, scripts). But maybe you are better off using the OIV installer.
@iSentrie for larger entities (like trees) the embedded collision is disabled and instead static collision models are provided. So you need to edit these .ybn files as well. This might help you: https://forums.gta5-mods.com/topic/18150/official-map-modding-tutorial-part-4-making-a-custom-ybn If you remove a HD entity from the ymap you must adapt the numChildren value of its parent LOD entity. Otherwise the LOD parenting chain will be broken. Have a look at https://dekurwinator-mods.bitrix24.site/lods/
Because multiple HD entities are sharing the same parent LOD entity you might want to edit that model as well. For that this might be useful: https://forums.gta5-mods.com/topic/17815/official-map-modding-tutorial-part-2-making-a-custom-ydr However, doing all of these is quite tricky and you can easily mess things up. And in my case it is not really doable by hand for over 100 thousand entities (speaking of the ultimate edition). So that's why I came up with a program that takes the ymap (of the HD entities) and creates all the additional files. So basically using that program you only have to create and edit a HD ymap and the rest will be generated automatically.
You can find it here: https://github.com/Larcius/gta5-modding-utils
@_kobby there are no more colliding trees with this mod (neither GTA V Remastered nor Forests of San Andreas). So please get the latest version of GTA V Remastered and Forests of San Andreas:
https://www.gta5-mods.com/maps/gta-v-remastered-enhanced
https://www.gta5-mods.com/maps/forests-of-san-andreas-revised
It seems you are still using version 3 or older of GTA V Remastered. And in case you manually install version 4 of FoSA and had installed version 3 before make sure to uninstall that (see README.txt of Forests of San Andreas Revised v4.2-SP.zip). If you use the OIV installer then this will be done automatically.
@ignRaam please have a look at the first paragraph of the description here on this site. After downloading the 4.2-FiveM-Server.zip there is a README.MD with instructions.
@ignRaam please have a look at the first paragraph of the description here on this site. After downloading the 4.2-FiveM-Server.zip there is a README.MD with instructions.
@unitedOrange66 just added the changelog here on gta5-mods. And as always there is a Changelog.txt in each ZIP archive.
@iSentrie just added the changelog here on gta5-mods. And as always there is a Changelog.txt in each ZIP archive.
@eddie0704 please contact me on Patreon
@Dextrous33 are you sure you're using v4.1? I reworked the area at the airport so that there are no more trees and palms near the runway.
@Fenrir1974 that's the first sentence of that section. below that are the instructions (with subsections maps, scenarios, scripts). But maybe you are better off using the OIV installer.
@iSentrie for larger entities (like trees) the embedded collision is disabled and instead static collision models are provided. So you need to edit these .ybn files as well. This might help you: https://forums.gta5-mods.com/topic/18150/official-map-modding-tutorial-part-4-making-a-custom-ybn
If you remove a HD entity from the ymap you must adapt the numChildren value of its parent LOD entity. Otherwise the LOD parenting chain will be broken. Have a look at https://dekurwinator-mods.bitrix24.site/lods/
Because multiple HD entities are sharing the same parent LOD entity you might want to edit that model as well. For that this might be useful: https://forums.gta5-mods.com/topic/17815/official-map-modding-tutorial-part-2-making-a-custom-ydr
However, doing all of these is quite tricky and you can easily mess things up. And in my case it is not really doable by hand for over 100 thousand entities (speaking of the ultimate edition). So that's why I came up with a program that takes the ymap (of the HD entities) and creates all the additional files. So basically using that program you only have to create and edit a HD ymap and the rest will be generated automatically.
You can find it here: https://github.com/Larcius/gta5-modding-utils
@Fenrir1974 please have a closer look at the readme as there is a section "manual installation".